reporust_rebootcancel

137,467 Commits over 4,474 Days - 1.28cph!

2 Months Ago
merge from main
2 Months Ago
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
2 Months Ago
torch animation updates
2 Months Ago
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
2 Months Ago
update from main
2 Months Ago
Fix miner's hat not showing up in the workshop editor
2 Months Ago
merge from PlayerRigUpdate2
2 Months Ago
apartment corridor update
2 Months Ago
main -> game_room_dlc
2 Months Ago
edited crossbow bowless viewmodel prefab iron sight postion
2 Months Ago
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
2 Months Ago
merge from mortar_fixes
2 Months Ago
Fix spectator mode being broken for vehicles that don't override position/rotation
2 Months Ago
Merge from batch_renderer_group
2 Months Ago
Only initialise BatchRendererGroup if using a render pipeline
2 Months Ago
merge from auto_turret_cover_fix including scene2prefabs
2 Months Ago
scene2prefab with auto turret fixes
2 Months Ago
Merge from Main/bowless_crossbow
2 Months Ago
merge from mfm (merge from main)
2 Months Ago
Industrial Storage - added missing physics material to horizontal variant
2 Months Ago
Merge from main Manually resolve merge hell in SprayCan.cs
2 Months Ago
Merge: from jobs3_skip_preallocnetwrites - Optim: Jobs 3 - move netwrite pooling to all threads Tests: ran around craggy with Jobs 3
2 Months Ago
Optim: Jobs 3 - skip running PreallocNetWrites On a busy server we can end up sending 1.5k entities in a frame, and it can cost us 0.7ms total on preallocation. With recent pool rewrite we should be able to allocate on demand. Tests: On Craggy ran around/broke stuff/ziplined with Jobs 3
2 Months Ago
Full screen skinviewer layout/transition changes
2 Months Ago
Collision for large apartment
2 Months Ago
Adding new world model rig for m16
2 Months Ago
Merge from industrial_dlc
2 Months Ago
Reorder industrial shelf colours to match shipping container
2 Months Ago
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
2 Months Ago
Fix rare NRE from missing player models when creating sweep handles
2 Months Ago
update from main
2 Months Ago
merge from PlayerRigUpdate2
2 Months Ago
Fix burst cloth when spawning in near sleeping players
2 Months Ago
Updated shorts to eliminate transparency bleed in some skins
2 Months Ago
Caching m16 viewmodel textures
2 Months Ago
Show faded fuel blocks when consumed instead of hiding them.
2 Months Ago
Mortar animation update
2 Months Ago
linked 5.56 bullet prefab M16a2 bullet bone in viewmodel prefab and vm anims updated
2 Months Ago
merge from dont_bake_on_load2 just tool: `Tools/Lighting/Disable Bake On Scene Load (All Scenes)`
2 Months Ago
Merge from lockin
2 Months Ago
2 Months Ago
FIx map not appearing
2 Months Ago
compile fix
2 Months Ago
set serialized version as well
2 Months Ago
wip keep locked trajectory visible but allow now control after locking in.
2 Months Ago
tool just injects the property into the .unity file instead of opening and saving it
2 Months Ago
testlist
2 Months Ago
updated m16a2 world mesh material order issue
2 Months Ago
initial tool
2 Months Ago
Fuel UI tweaks